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Showing 1 to 15 of 27 results Save | Export
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Ramírez, Jaime; Rico, Mariano; Riofrío-Luzcando, Diego; Berrocal-Lobo, Marta; de Antonio, Angélica – Journal of Educational Computing Research, 2018
This article presents an investigation on the educational value of virtual worlds intended for the acquisition of procedural knowledge. This investigation takes as a case of study a virtual laboratory on biotechnology. A remarkable feature in this virtual laboratory is an automatic tutor that supervises student's actions and provides tutoring…
Descriptors: Foreign Countries, Case Studies, Biotechnology, Computer Uses in Education
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Lafuente, Marc; Remesal, Ana; Álvarez Valdivia, Ibis M. – Assessment & Evaluation in Higher Education, 2014
This study analyses the educational support offered through information and communication technology during formative assessment in two different cases in higher education. We analysed one blended and one virtual case from two different universities. The study aimed at identifying specific patterns of educational support intended to foster two…
Descriptors: Foreign Countries, Formative Evaluation, Student Evaluation, Computer Uses in Education
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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
Light, Daniel; Pierson, Elizabeth – Center for Children and Technology, Education Development Center, Inc, 2012
In the Russian Federation and other Commonwealth of Independent States (CIS) countries, a focus of national education policy is to modernize the education system by integrating new technologies that have emerged within education in Western Europe and North America. The current promotion of one-to-one learning in Russian schools is one of the…
Descriptors: Computer Uses in Education, Laptop Computers, Educational Technology, Internet
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Butcher, Neil; Moore, Andrew; Hoosen, Sarah – Journal of Learning for Development, 2014
There is growing interest about the concept of Open Educational Resources (OER) and how it can transform education around the world, with governments exploring the potential of OER and considering policy positions supportive of open licensing. The urgent imperative--and the real transformational potential of OER--is to evolve new systems of…
Descriptors: Resource Units, Computer Uses in Education, Shared Resources and Services, Multimedia Materials
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Mamo, M.; Namuth-Covert, D.; Guru, A.; Nugent, G.; Phillips, L.; Sandall, L.; Kettler, T.; McCallister, D. – Journal of Natural Resources and Life Sciences Education, 2011
Web 2.0 technology is expanding rapidly from social and gaming uses into the educational applications. Specifically, the multi-user virtual environment (MUVE), such as SecondLife, allows educators to fill the gap of first-hand experience by creating simulated realistic evolving problems/games. In a pilot study, a team of educators at the…
Descriptors: Video Games, Student Surveys, Soil Science, Educational Technology
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Janet, Jeff; Miles, Melissa – International Journal of Art & Design Education, 2009
ARTEMIS (Art Educational Multiplayer Interactive Space) is an online multi-user virtual environment that is designed around the objects, artefacts, philosophies, personalities and critical discourses of the histories and theories of art and design. Conceived as a means of reinvigorating art history and theory education in the digital age, ARTEMIS…
Descriptors: Art History, Art Education, Theories, Design
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Nafukho, Fredrick Muyia, Ed.; Irby, Beverly J., Ed. – IGI Global, 2015
Our increasingly globalized world is driven by shared knowledge, and nowhere is that knowledge more important than in education. Now more than ever, there is a demand for technology that will assist in the spread of knowledge through customized, self-paced, and on-demand learning. The Handbook of Research on Innovative Technology Integration in…
Descriptors: Technology Integration, Higher Education, Educational Research, Virtual Classrooms
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Uzunboylu, Huseyin; Bicen, Huseyin; Cavus, Nadire – Computers & Education, 2011
Technological developments have affected teachers' instructional techniques: technology has allowed the concept of education to be viewed from different perspectives. The aim of this research is to integrate Web 2.0 tools, which are sparsely found on the internet (each tool is on a different site), into education and see if it positively affects…
Descriptors: Student Attitudes, Social Networks, Case Studies, Technology Uses in Education
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Childs, Mark – Educational Research, 2010
Background: Immersive virtual worlds are one of a range of different platforms that can be grouped under the concept of mediated environments, i.e. environments that create a metaphorical space in which participants can position themselves and be embodied. Synthesising the literatures concerning the various mediated environment technologies…
Descriptors: Computer Mediated Communication, Classification, Communities of Practice, Constructivism (Learning)
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Hung, Jui-Long; Hsu, Yu-Chang; Rice, Kerry – Educational Technology & Society, 2012
This study investigated an innovative approach of program evaluation through analyses of student learning logs, demographic data, and end-of-course evaluation surveys in an online K-12 supplemental program. The results support the development of a program evaluation model for decision making on teaching and learning at the K-12 level. A case study…
Descriptors: Web Based Instruction, Databases, Virtual Classrooms, Decision Support Systems
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Calongne, Cynthia M. – EDUCAUSE Review, 2008
Virtual worlds are engaging, stimulating spaces where students can meet online for normal class activities, including lectures, discussions, case studies, projects, papers, exams, and labs. Classes are a mix of synchronous and asynchronous activity. A virtual world class differs from a traditional course management system, such as Blackboard or…
Descriptors: Online Courses, Learning Experience, Social Networks, Virtual Classrooms
Pontes, Elvis, Ed.; Silva, Anderson, Ed.; Guelfi, Adilson, Ed.; Kofuji, Sergio Takeo, Ed. – InTech, 2012
With the resources provided by communication technologies, E-learning has been employed in multiple universities, as well as in wide range of training centers and schools. This book presents a structured collection of chapters, dealing with the subject and stressing the importance of E-learning. It shows the evolution of E-learning, with…
Descriptors: Foreign Countries, Educational Technology, Virtual Classrooms, Program Effectiveness
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Salmon, Gilly; Nie, Ming; Edirisingha, Palitha – Educational Research, 2010
Background: In the 1990s, Salmon developed a five-stage model for enabling and scaffolding remote groups to work and learn together using asynchronous bulletin boards. The model has informed online learning and development practice across different levels and education for online and blended learning. Purpose: This paper reports our testing of the…
Descriptors: Photography, Archaeology, Cognitive Mapping, Scaffolding (Teaching Technique)
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Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
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